def setup(): """ Basic OpenGL configuration. """ # Set the color of "clear", i.e. the sky, in rgba. gl.glClearColor(0.5, 0.69, 1.0, 1) # Enable culling (not rendering) of back-facing facets -- facets that aren't # visible to you. gl.glEnable(gl.GL_CULL_FACE) #gl.glBlendFunc(gl.GL_SRC_ALPHA, gl.GL_DST_ALPHA) #gl.glBlendFunc(gl.GL_SRC_ALPHA, gl.GL_ONE_MINUS_SRC_ALPHA) gl.glBlendFunc(gl.GL_ZERO, gl.GL_SRC_COLOR) gl.glEnable(gl.GL_BLEND) gl.glAlphaFunc(gl.GL_GREATER, 0.5); gl.glEnable(gl.GL_ALPHA_TEST); # Set the texture minification/magnification function to GL_NEAREST (nearest # in Manhattan distance) to the specified texture coordinates. GL_NEAREST # "is generally faster than GL_LINEAR, but it can produce textured images # with sharper edges because the transition between texture elements is not # as smooth." gl.glTexParameteri(gl.GL_TEXTURE_2D, gl.GL_TEXTURE_MIN_FILTER, gl.GL_NEAREST) gl.glTexParameteri(gl.GL_TEXTURE_2D, gl.GL_TEXTURE_MAG_FILTER, gl.GL_NEAREST) gl.glTexEnvi(gl.GL_TEXTURE_ENV, gl.GL_TEXTURE_ENV_MODE, gl.GL_MODULATE) setup_fog()
def set_state(self): gl.glBindTexture( gl.GL_TEXTURE_CUBE_MAP, self.tex_object ) gl.glTexGeni( gl.GL_S, gl.GL_TEXTURE_GEN_MODE, gl.GL_REFLECTION_MAP ) gl.glTexGeni( gl.GL_T, gl.GL_TEXTURE_GEN_MODE, gl.GL_REFLECTION_MAP ) gl.glTexGeni( gl.GL_R, gl.GL_TEXTURE_GEN_MODE, gl.GL_REFLECTION_MAP ) gl.glEnable( gl.GL_TEXTURE_CUBE_MAP ) gl.glTexEnvi( gl.GL_TEXTURE_ENV, gl.GL_TEXTURE_ENV_MODE, gl.GL_DECAL )
def board(): global chessboard_image, texture_ids gl.glEnable(gl.GL_TEXTURE_2D) gl.glBindTexture(gl.GL_TEXTURE_2D, texture_ids[0]) gl.glTexParameteri(gl.GL_TEXTURE_2D, gl.GL_TEXTURE_MIN_FILTER, gl.GL_NEAREST) gl.glTexParameteri(gl.GL_TEXTURE_2D, gl.GL_TEXTURE_MAG_FILTER, gl.GL_NEAREST) gl.glTexEnvi(gl.GL_TEXTURE_ENV, gl.GL_TEXTURE_ENV_MODE, gl.GL_REPLACE) gl.glMatrixMode(gl.GL_TEXTURE) gl.glPushMatrix() gl.glLoadIdentity() gl.glTranslatef(0.5 / chessboard_image.width, 0.5 / chessboard_image.height, 0) # テクスチャの頂点の指定 gl.glBegin(gl.GL_QUADS) # 座標たち gl.glTexCoord2i(0, 0) # テクスチャ座標(左上)id = 0 gl.glVertex3f(-0.4766671 , -0.83889977 , 2.30024727) # オブジェクト座標 gl.glTexCoord2i(0, 1) # テクスチャ座標(左下)id = 3 gl.glVertex3f(-0.49529457 ,-0.22799575 , 2.38920727) gl.glTexCoord2i(1, 1) # テクスチャ座標(右下)id = 2 gl.glVertex3f(-0.06795887, -0.21453991 , 2.36340399) gl.glTexCoord2i(1, 0) # テクスチャ座標(右上) 8id = 1 gl.glVertex3f(-0.05531667 ,-0.83239795 , 2.28709619) gl.glEnd() gl.glPopMatrix()
def setup(): """ Basic OpenGL configuration. """ # Set the color of "clear", i.e. the sky, in rgba. gl.glClearColor(0.5, 0.69, 1.0, 1) # Enable culling (not rendering) of back-facing facets -- facets that aren't # visible to you. gl.glEnable(gl.GL_CULL_FACE) #gl.glBlendFunc(gl.GL_SRC_ALPHA, gl.GL_DST_ALPHA) #gl.glBlendFunc(gl.GL_SRC_ALPHA, gl.GL_ONE_MINUS_SRC_ALPHA) gl.glBlendFunc(gl.GL_ZERO, gl.GL_SRC_COLOR) gl.glEnable(gl.GL_BLEND) gl.glAlphaFunc(gl.GL_GREATER, 0.5) gl.glEnable(gl.GL_ALPHA_TEST) # Set the texture minification/magnification function to GL_NEAREST (nearest # in Manhattan distance) to the specified texture coordinates. GL_NEAREST # "is generally faster than GL_LINEAR, but it can produce textured images # with sharper edges because the transition between texture elements is not # as smooth." gl.glTexParameteri(gl.GL_TEXTURE_2D, gl.GL_TEXTURE_MIN_FILTER, gl.GL_NEAREST) gl.glTexParameteri(gl.GL_TEXTURE_2D, gl.GL_TEXTURE_MAG_FILTER, gl.GL_NEAREST) gl.glTexEnvi(gl.GL_TEXTURE_ENV, gl.GL_TEXTURE_ENV_MODE, gl.GL_MODULATE) setup_fog()
def _updateFrameTexture(self): if self._nextFrameT is None: # movie has no current position, need to reset the clock # to zero in order to have the timing logic work # otherwise the video stream would skip frames until the # time since creating the movie object has passed self._videoClock.reset() self._nextFrameT = 0 #only advance if next frame (half of next retrace rate) if self._nextFrameT > self.duration: self._onEos() elif (self._numpyFrame is not None) and \ (self._nextFrameT > (self._videoClock.getTime()-self._retraceInterval/2.0)): return None self._numpyFrame = self._mov.get_frame(self._nextFrameT) useSubTex=self.useTexSubImage2D if self._texID is None: self._texID = GL.GLuint() GL.glGenTextures(1, ctypes.byref(self._texID)) useSubTex=False #bind the texture in openGL GL.glEnable(GL.GL_TEXTURE_2D) GL.glBindTexture(GL.GL_TEXTURE_2D, self._texID)#bind that name to the target GL.glTexParameteri(GL.GL_TEXTURE_2D,GL.GL_TEXTURE_WRAP_S,GL.GL_REPEAT) #makes the texture map wrap (this is actually default anyway) GL.glPixelStorei(GL.GL_UNPACK_ALIGNMENT, 1) # data from PIL/numpy is packed, but default for GL is 4 bytes #important if using bits++ because GL_LINEAR #sometimes extrapolates to pixel vals outside range if self.interpolate: GL.glTexParameteri(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MAG_FILTER, GL.GL_LINEAR) GL.glTexParameteri(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MIN_FILTER, GL.GL_LINEAR) if useSubTex is False: GL.glTexImage2D(GL.GL_TEXTURE_2D, 0, GL.GL_RGB8, self._numpyFrame.shape[1],self._numpyFrame.shape[0], 0, GL.GL_RGB, GL.GL_UNSIGNED_BYTE, self._numpyFrame.ctypes) else: GL.glTexSubImage2D(GL.GL_TEXTURE_2D, 0, 0, 0, self._numpyFrame.shape[1], self._numpyFrame.shape[0], GL.GL_RGB, GL.GL_UNSIGNED_BYTE, self._numpyFrame.ctypes) else: GL.glTexParameteri(GL.GL_TEXTURE_2D,GL.GL_TEXTURE_MAG_FILTER,GL.GL_NEAREST) GL.glTexParameteri(GL.GL_TEXTURE_2D,GL.GL_TEXTURE_MIN_FILTER,GL.GL_NEAREST) if useSubTex is False: GL.glTexImage2D(GL.GL_TEXTURE_2D, 0, GL.GL_RGB8, self._numpyFrame.shape[1],self._numpyFrame.shape[0], 0, GL.GL_BGR, GL.GL_UNSIGNED_BYTE, self._numpyFrame.ctypes) else: GL.glTexSubImage2D(GL.GL_TEXTURE_2D, 0, 0, 0, self._numpyFrame.shape[1], self._numpyFrame.shape[0], GL.GL_BGR, GL.GL_UNSIGNED_BYTE, self._numpyFrame.ctypes) GL.glTexEnvi(GL.GL_TEXTURE_ENV, GL.GL_TEXTURE_ENV_MODE, GL.GL_MODULATE)#?? do we need this - think not! if not self.status==PAUSED: self._nextFrameT += self._frameInterval
def draw(self): p = adjust_for_cam(self._body.position) gl.glEnable(pyglet.gl.GL_TEXTURE_2D) gl.glBindTexture(gl.GL_TEXTURE_2D, BLASTER_IMAGE.id) gl.glEnable(gl.GL_POINT_SPRITE) gl.glTexEnvi(gl.GL_POINT_SPRITE, gl.GL_COORD_REPLACE, gl.GL_TRUE) gl.glPointSize(4 * SPACE.scale) gl.glBegin(gl.GL_POINTS) # TODO: more optimized to draw as one large batch gl.glVertex3f(p.x, p.y, 0) gl.glEnd();
def create_texobject(self, color_table, format=gl.GL_RGB, internalformat=gl.GL_RGB): k = (tuple(color_table), format, internalformat) texobj = self._texobjects.get(k) if texobj: return texobj width = { gl.GL_RGB: 3, gl.GL_RGBA: 4, gl.GL_LUMINANCE: 1, gl.GL_LUMINANCE_ALPHA: 2}[format] texobj = gl.GLuint() gl.glGenTextures( 1, ctypes.byref(texobj) ) gl.glEnable( gl.GL_TEXTURE_1D ) gl.glBindTexture( gl.GL_TEXTURE_1D, texobj ) gl.glTexEnvi( gl.GL_TEXTURE_ENV, gl.GL_TEXTURE_ENV_MODE, gl.GL_DECAL ) gl.glTexParameteri( gl.GL_TEXTURE_1D, gl.GL_TEXTURE_MAG_FILTER, gl.GL_NEAREST ) gl.glTexParameteri( gl.GL_TEXTURE_1D, gl.GL_TEXTURE_MIN_FILTER, gl.GL_NEAREST ) gl.glTexParameteri( gl.GL_TEXTURE_1D, gl.GL_TEXTURE_WRAP_S, gl.GL_CLAMP ) gl.glPixelStorei( gl.GL_UNPACK_ALIGNMENT, 1 ) gl.glTexImage1D( gl.GL_TEXTURE_1D, 0, internalformat, width, 0, format, gl.GL_UNSIGNED_BYTE, color_table ) group = TextureBindGroup(texobj, target=gl.GL_TEXTURE_1D, parent=tex_enable_group_1D(target=gl.GL_TEXTURE_1D)) #group = CellShaderGroup(texobj, color_table, width, # format, internalformat) self._texobjects[k] = texobj self._defaultgroups[texobj.value] = group return texobj
def draw(self): gl.glPushMatrix() self.transform() # color preserve - at least nvidia 6150SE needs that gl.glPushAttrib(gl.GL_CURRENT_BIT) # glPointSize(self.get_scaled_particle_size()) gl.glEnable(gl.GL_TEXTURE_2D) gl.glEnable(gl.GL_PROGRAM_POINT_SIZE) # glBindTexture(GL_TEXTURE_2D, self.texture.id) gl.glEnable(gl.GL_POINT_SPRITE) gl.glTexEnvi(gl.GL_POINT_SPRITE, gl.GL_COORD_REPLACE, gl.GL_TRUE) gl.glEnableClientState(gl.GL_VERTEX_ARRAY) vertex_ptr = PointerToNumpy(self.particle_pos) gl.glVertexPointer(2, gl.GL_FLOAT, 0, vertex_ptr) gl.glEnableClientState(gl.GL_COLOR_ARRAY) color_ptr = PointerToNumpy(self.particle_color) gl.glColorPointer(4, gl.GL_FLOAT, 0, color_ptr) gl.glEnableVertexAttribArray(self.particle_size_idx) size_ptr = PointerToNumpy(self.particle_size_scaled) gl.glVertexAttribPointer(self.particle_size_idx, 1, gl.GL_FLOAT, False, 0, size_ptr) gl.glPushAttrib(gl.GL_COLOR_BUFFER_BIT) gl.glEnable(gl.GL_BLEND) if self.blend_additive: gl.glBlendFunc(gl.GL_SRC_ALPHA, gl.GL_ONE) else: gl.glBlendFunc(gl.GL_SRC_ALPHA, gl.GL_ONE_MINUS_SRC_ALPHA) # mode = GLint() # glTexEnviv( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, mode ) # # if self.color_modulate: # glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE ) # else: # glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE ) self.sprite_shader.install() self.sprite_shader.usetTex('sprite_texture', 0, gl.GL_TEXTURE_2D, self.texture.id) gl.glDrawArrays(gl.GL_POINTS, 0, self.total_particles) self.sprite_shader.uninstall() # un -blend gl.glPopAttrib() # color restore gl.glPopAttrib() # restore env mode # glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, mode) # disable states gl.glDisableVertexAttribArray(self.particle_size_idx) gl.glDisableClientState(gl.GL_COLOR_ARRAY) gl.glDisableClientState(gl.GL_VERTEX_ARRAY) gl.glDisable(gl.GL_POINT_SPRITE) gl.glDisable(gl.GL_PROGRAM_POINT_SIZE) gl.glDisable(gl.GL_TEXTURE_2D) gl.glPopMatrix()
def _updateFrameTexture(self): """Update texture pixel store to contain the present frame. Decoded frame image samples are streamed to the texture buffer. """ if self._nextFrameT is None or self._nextFrameT < 0: # movie has no current position (or invalid position -JK), # need to reset the clock to zero in order to have the # timing logic work otherwise the video stream would skip # frames until the time since creating the movie object has passed self._videoClock.reset() self._nextFrameT = 0.0 # only advance if next frame (half of next retrace rate) if self._nextFrameT > self.duration: self._onEos() elif self._numpyFrame is not None: if self._nextFrameT > (self._videoClock.getTime() - self._retraceInterval / 2.0): return None while self._nextFrameT <= (self._videoClock.getTime() - self._frameInterval * 2): self.nDroppedFrames += 1 if self.nDroppedFrames <= reportNDroppedFrames: logging.warning( "{}: Video catchup needed, advancing self._nextFrameT from" " {} to {}".format(self._videoClock.getTime(), self._nextFrameT, self._nextFrameT + self._frameInterval)) if self.nDroppedFrames == reportNDroppedFrames: logging.warning( "Max reportNDroppedFrames reached, will not log any more dropped frames" ) self._nextFrameT += self._frameInterval try: self._numpyFrame = self._mov.get_frame(self._nextFrameT) except OSError: if self.autoLog: logging.warning( "Frame {} not found, moving one frame and trying again". format(self._nextFrameT), obj=self) self._nextFrameT += self._frameInterval self._updateFrameTexture() useSubTex = self.useTexSubImage2D if self._texID is None: self._texID = GL.GLuint() GL.glGenTextures(1, ctypes.byref(self._texID)) useSubTex = False GL.glActiveTexture(GL.GL_TEXTURE0) # bind that name to the target GL.glBindTexture(GL.GL_TEXTURE_2D, self._texID) # bind the texture in openGL GL.glEnable(GL.GL_TEXTURE_2D) # makes the texture map wrap (this is actually default anyway) GL.glTexParameteri(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_WRAP_S, GL.GL_CLAMP) GL.glTexParameteri(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_WRAP_T, GL.GL_CLAMP) # data from PIL/numpy is packed, but default for GL is 4 bytes GL.glPixelStorei(GL.GL_UNPACK_ALIGNMENT, 1) # important if using bits++ because GL_LINEAR # sometimes extrapolates to pixel vals outside range if self.interpolate: GL.glTexParameteri(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MAG_FILTER, GL.GL_LINEAR) GL.glTexParameteri(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MIN_FILTER, GL.GL_LINEAR) if useSubTex is False: GL.glTexImage2D(GL.GL_TEXTURE_2D, 0, GL.GL_RGB8, self._numpyFrame.shape[1], self._numpyFrame.shape[0], 0, GL.GL_RGB, GL.GL_UNSIGNED_BYTE, self._numpyFrame.ctypes) else: GL.glTexSubImage2D(GL.GL_TEXTURE_2D, 0, 0, 0, self._numpyFrame.shape[1], self._numpyFrame.shape[0], GL.GL_RGB, GL.GL_UNSIGNED_BYTE, self._numpyFrame.ctypes) else: GL.glTexParameteri(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MAG_FILTER, GL.GL_NEAREST) GL.glTexParameteri(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MIN_FILTER, GL.GL_NEAREST) if useSubTex is False: GL.glTexImage2D(GL.GL_TEXTURE_2D, 0, GL.GL_RGB8, self._numpyFrame.shape[1], self._numpyFrame.shape[0], 0, GL.GL_BGR, GL.GL_UNSIGNED_BYTE, self._numpyFrame.ctypes) else: GL.glTexSubImage2D(GL.GL_TEXTURE_2D, 0, 0, 0, self._numpyFrame.shape[1], self._numpyFrame.shape[0], GL.GL_BGR, GL.GL_UNSIGNED_BYTE, self._numpyFrame.ctypes) GL.glTexEnvi(GL.GL_TEXTURE_ENV, GL.GL_TEXTURE_ENV_MODE, GL.GL_MODULATE) # ?? do we need this - think not! if self.status == PLAYING: self._nextFrameT += self._frameInterval
def _updateFrameTexture(self): if self._nextFrameT is None: # movie has no current position, need to reset the clock # to zero in order to have the timing logic work # otherwise the video stream would skip frames until the # time since creating the movie object has passed self._videoClock.reset() self._nextFrameT = 0 # only advance if next frame (half of next retrace rate) if self._nextFrameT > self.duration: self._onEos() elif self._numpyFrame is not None: if self._nextFrameT > (self._videoClock.getTime() - old_div(self._retraceInterval, 2.0)): return None self._numpyFrame = self._mov.get_frame(self._nextFrameT) useSubTex = self.useTexSubImage2D if self._texID is None: self._texID = GL.GLuint() GL.glGenTextures(1, ctypes.byref(self._texID)) useSubTex = False # bind the texture in openGL GL.glEnable(GL.GL_TEXTURE_2D) # bind that name to the target GL.glBindTexture(GL.GL_TEXTURE_2D, self._texID) # makes the texture map wrap (this is actually default anyway) GL.glTexParameteri( GL.GL_TEXTURE_2D, GL.GL_TEXTURE_WRAP_S, GL.GL_REPEAT) # data from PIL/numpy is packed, but default for GL is 4 bytes GL.glPixelStorei(GL.GL_UNPACK_ALIGNMENT, 1) # important if using bits++ because GL_LINEAR # sometimes extrapolates to pixel vals outside range if self.interpolate: GL.glTexParameteri( GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MAG_FILTER, GL.GL_LINEAR) GL.glTexParameteri( GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MIN_FILTER, GL.GL_LINEAR) if useSubTex is False: GL.glTexImage2D(GL.GL_TEXTURE_2D, 0, GL.GL_RGB8, self._numpyFrame.shape[1], self._numpyFrame.shape[0], 0, GL.GL_RGB, GL.GL_UNSIGNED_BYTE, self._numpyFrame.ctypes) else: GL.glTexSubImage2D(GL.GL_TEXTURE_2D, 0, 0, 0, self._numpyFrame.shape[1], self._numpyFrame.shape[0], GL.GL_RGB, GL.GL_UNSIGNED_BYTE, self._numpyFrame.ctypes) else: GL.glTexParameteri( GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MAG_FILTER, GL.GL_NEAREST) GL.glTexParameteri( GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MIN_FILTER, GL.GL_NEAREST) if useSubTex is False: GL.glTexImage2D(GL.GL_TEXTURE_2D, 0, GL.GL_RGB8, self._numpyFrame.shape[1], self._numpyFrame.shape[0], 0, GL.GL_BGR, GL.GL_UNSIGNED_BYTE, self._numpyFrame.ctypes) else: GL.glTexSubImage2D(GL.GL_TEXTURE_2D, 0, 0, 0, self._numpyFrame.shape[1], self._numpyFrame.shape[0], GL.GL_BGR, GL.GL_UNSIGNED_BYTE, self._numpyFrame.ctypes) GL.glTexEnvi(GL.GL_TEXTURE_ENV, GL.GL_TEXTURE_ENV_MODE, GL.GL_MODULATE) # ?? do we need this - think not! if not self.status == PAUSED: self._nextFrameT += self._frameInterval
def draw(self): """Draw the particles system""" gl.glPushMatrix() self.transform() # color preserve - at least nvidia 6150SE needs that gl.glPushAttrib(gl.GL_CURRENT_BIT) # glPointSize(self.get_scaled_particle_size()) gl.glEnable(gl.GL_TEXTURE_2D) gl.glEnable(gl.GL_PROGRAM_POINT_SIZE) # glBindTexture(GL_TEXTURE_2D, self.texture.id) gl.glEnable(gl.GL_POINT_SPRITE) gl.glTexEnvi(gl.GL_POINT_SPRITE, gl.GL_COORD_REPLACE, gl.GL_TRUE) gl.glEnableClientState(gl.GL_VERTEX_ARRAY) vertex_ptr = PointerToNumpy(self.particle_pos) gl.glVertexPointer(2, gl.GL_FLOAT, 0, vertex_ptr) gl.glEnableClientState(gl.GL_COLOR_ARRAY) color_ptr = PointerToNumpy(self.particle_color) gl.glColorPointer(4, gl.GL_FLOAT, 0, color_ptr) gl.glEnableVertexAttribArray(self.particle_size_idx) size_ptr = PointerToNumpy(self.particle_size_scaled) gl.glVertexAttribPointer(self.particle_size_idx, 1, gl.GL_FLOAT, False, 0, size_ptr) gl.glPushAttrib(gl.GL_COLOR_BUFFER_BIT) gl.glEnable(gl.GL_BLEND) if self.blend_additive: gl.glBlendFunc(gl.GL_SRC_ALPHA, gl.GL_ONE) else: gl.glBlendFunc(gl.GL_SRC_ALPHA, gl.GL_ONE_MINUS_SRC_ALPHA) # mode = GLint() # glTexEnviv( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, mode ) # # if self.color_modulate: # glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE ) # else: # glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE ) self.sprite_shader.install() self.sprite_shader.usetTex('sprite_texture', 0, gl.GL_TEXTURE_2D, self.texture.id) gl.glDrawArrays(gl.GL_POINTS, 0, self.total_particles) self.sprite_shader.uninstall() # un -blend gl.glPopAttrib() # color restore gl.glPopAttrib() # restore env mode # glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, mode) # disable states gl.glDisableVertexAttribArray(self.particle_size_idx) gl.glDisableClientState(gl.GL_COLOR_ARRAY) gl.glDisableClientState(gl.GL_VERTEX_ARRAY) gl.glDisable(gl.GL_POINT_SPRITE) gl.glDisable(gl.GL_PROGRAM_POINT_SIZE) gl.glDisable(gl.GL_TEXTURE_2D) gl.glPopMatrix()